Gamer 3 Fragmentation Book PDF, EPUB Download & Read Online Free

Gamer T03
Author: Pierre-Yves Villeneuve
Publisher: Kennes Editions
ISBN: 2875804782
Pages: 304
Year: 2017-11-20
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Au lendemain de la finale du tournoi de la Ligue, la vie de Laurianne et de ses amis prend une tournure inattendue, et leur statut change du tout au tout : ils deviennent de véritables vedettes. Et des cibles à abattre. À l’école, Sarah-Jade se tient à carreau depuis qu’elle a été démasquée. C’est au tour de Zach d’agir bizarrement : il fait tout pour se rapprocher de Laurianne, tant dans la vraie vie qu’en ligne. Que peut-il bien manigancer ? L’effervescence est toujours palpable sur les serveurs de la Ligue. Des rumeurs courent : deux camps seraient en train de se former chez les joueurs, dont l’un autour des Forces de défense terrestre, commandées par nul autre que... Kilpatrick. Mais les membres de la Guilde des noobs sont trop occupés à s’entraîner en vue du championnat mondial, qui se tiendra à Séoul, pour voir tout ce qui se trame autour d’eux...
Convergence and Fragmentation
Author: Peter Ludes
Publisher: Intellect Books
ISBN: 1841501824
Pages: 256
Year: 2008-01
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The European media landscape is changing so quickly that critics and scholars can barely keep pace with new developments. On the cusp of the latest media innovations, Convergence and Fragmentation brings together specialists from the humanities and social sciences in fifteen countries to analyze the technological, economic, and political trends sweeping Europe. The diverse group of contributors also assesses the effectiveness of models used to explain the changing media environment in this authoritative collection.
Multiplayer Game Programming
Author: Josh Glazer, Sanjay Madhav
Publisher: Addison-Wesley Professional
ISBN: 0134034341
Pages: 384
Year: 2015-11-20
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The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at github.com/MultiplayerBook . Instructors will also find a full set of PowerPoint slides and a sample syllabus.
From Gamer to Game Designer
Author: David Hutchison
Publisher: Cengage Learning
ISBN: 1584506954
Pages: 300
Year: 2009
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Welcome to the official Far Cry ® 2 map editing guide. Bridging the distance between playing and designing video games, From Gamer to Game Designer: The Official Far Cry ®2 Map Editing Guide provides you with in depth advice on creating your own multiplay
Gaming Representation
Author: Jennifer Malkowski, TreaAndrea M. Russworm
Publisher: Indiana University Press
ISBN: 0253026601
Pages: 280
Year: 2017-06-16
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Recent years have seen an increase in public attention to identity and representation in video games, including journalists and bloggers holding the digital game industry accountable for the discrimination routinely endured by female gamers, queer gamers, and gamers of color. Video game developers are responding to these critiques, but scholarly discussion of representation in games has lagged far behind. Gaming Representation examines portrayals of race, gender, and sexuality in a range of games, from casuals like Diner Dash, to indies like Journey and The Binding of Isaac, to mainstream games from the Grand Theft Auto, BioShock, Spec Ops, The Last of Us, and Max Payne franchises. Arguing that representation and identity function as systems in games that share a stronger connection to code and platforms than it may first appear, the contributors to this volume push gaming scholarship to new levels of inquiry, theorizing, and imagination.

Sword Art Online 1: Aincrad (light novel)
Author: Reki Kawahara
Publisher: Yen Press LLC
ISBN: 0316560855
Pages: 256
Year: 2017-05-30
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Read the novel that ignited the phenomenon! In the year 2022, gamers rejoice as Sword Art Online - a VRMMORPG (Virtual Reality Massively Multiplayer Online Role Playing Game) like no other - debuts, allowing players to take full advantage of the ultimate in gaming technology: NerveGear, a system that allows users to completely immerse themselves in a wholly realistic gaming experience. But when the game goes live, the elation of the players quickly turns to horror as they discover that, for all its amazing features, SAO is missing one of the most basic functions of any MMORPG - a log-out button. Now trapped in the virtual world of Aincrad, their bodies held captive by NerveGear in the real world, users are issued a chilling ultimatum: conquer all one hundred floors of Aincrad to regain your freedom. But in the warped world of SAO, "game over" means certain death - both virtual and real...
Halos and Avatars
Author: Craig Detweiler
Publisher: Westminster John Knox Press
ISBN: 1611640040
Pages: 224
Year: 2010-01-25
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Craig Detweiler's collection of up-to-the-minute essays on video games' theological themes (and yes, they do exist!) is an engaging and provocative book for gamers, parents, pastors, media scholars, and theologians--virtually anyone who has dared to consider the ramifications of modern society's obsession with video games and online media. Together, these essays take on an exploding genre in popular culture and interpret it through a refreshing and enlightening philosophical lens.
The PlayStation Dreamworld
Author: Alfie Bown
Publisher: John Wiley & Sons
ISBN: 1509518045
Pages: 140
Year: 2018-03-16
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From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.
Unity 5 Game Optimization
Author: Chris Dickinson
Publisher: Packt Publishing Ltd
ISBN: 1785888455
Pages: 296
Year: 2015-11-06
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Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of the Unity3D Engine About This Book Optimize CPU cycles, memory usage, and GPU throughput for any Unity3D application Master optimization techniques across all Unity Engine features including Scripting, Asset Management, Physics, Graphics Features, and Shaders A practical guide to exploring Unity Engine's many performance-enhancing methods Who This Book Is For This book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed. What You Will Learn Use the Unity Profiler to find bottlenecks anywhere in our application, and discover how to resolve them Implement best-practices for C# scripting to avoid common pitfalls Develop a solid understanding of the rendering pipeline, and maximize its performance through reducing draw calls and avoiding fill rate bottlenecks Enhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaks Keep our scenes as dynamic as possible by making the most of the Physics engine Organize, filter, and compress our art assets to maximize performance while maintaining high quality Pull back the veil on the Mono Framework and the C# Language to implement low-level enhancements that maximize memory usage and avoid garbage collection Get to know the best practices for project organization to save time through an improved workflow In Detail Competition within the gaming industry has become significantly fiercer in recent years with the adoption of game development frameworks such as Unity3D. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This has led to an enormous explosion of talent, which has made it critical to ensure our games stand out from the crowd through a high level of quality. A good user experience is essential to create a solid product that our users will enjoy for many years to come. Nothing turns gamers away from a game faster than a poor user-experience. Input latency, slow rendering, broken physics, stutters, freezes, and crashes are among a gamer's worst nightmares and it's up to us as game developers to ensure this never happens. High performance does not need to be limited to games with the biggest teams and budgets. Initially, you will explore the major features of the Unity3D Engine from top to bottom, investigating a multitude of ways we can improve application performance starting with the detection and analysis of bottlenecks. You'll then gain an understanding of possible solutions and how to implement them. You will then learn everything you need to know about where performance bottlenecks can be found, why they happen, and how to work around them. This book gathers a massive wealth of knowledge together in one place, saving many hours of research and can be used as a quick reference to solve specific issues that arise during product development. Style and approach This book is organized based on the major features of Unity engine and should be treated as a reference guide. It is written as a series of investigations into both common and unusual performance pitfalls, each including a study on why the bottleneck is causing us problems, and a list of enhancements or features that can be used to work around them. Differences in effectiveness, behaviors, or feature-sets between Unity 4.x and Unity 5.x will be highlighted.
International Symposium on Rock Fragmentation by Blasting
Author:
Publisher:
ISBN: 0949106550
Pages: 425
Year: 1990
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Game Invaders
Author: Clive Fencott, Jo Clay, Mike Lockyer, Paul Massey
Publisher: John Wiley & Sons
ISBN: 1118347579
Pages: 240
Year: 2012-05-18
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Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.
Gamer
Author: Chris Bradford
Publisher:
ISBN: 1781124779
Pages: 104
Year: 2015-05-01
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Scott is selected as a games tester for Virtual Kombat, the most realistic fighting video game ever invented - so real it hurts! Once a gamer enters the fighting world, it becomes hard to distinguish between what is real and what is not. Scott must work his way up the ranks to make it out alive.
Serious Games and Edutainment Applications
Author: Minhua Ma, Andreas Oikonomou
Publisher: Springer
ISBN: 3319516450
Pages: 702
Year: 2017-03-03
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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Battlefields of Negotiation
Author: Rene Glas
Publisher: Amsterdam University Press
ISBN: 9089645004
Pages: 220
Year: 2013-01-03
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The massively multiplayer online role-playing game 'World of Warcraft' has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames 'World of Warcraft' as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game's owners, throwing new light on complex consumer- producer relationships in the increasingly participatory but still tightly controlled media of online games.